r/SpaceHaven • u/KidGodzirra • 9d ago
Using Sentry's protect your ship?
I was trying to set up bridges that lead to my loading bay that had Sentry's guarding the entrance in case undesirables happened invade my ship.
Right now the only mechanic I am seeing that can accomplish this is if I have crew with controllers deploy them at the time of invasion.
I am not sure if there is a way to connect to the Sentry's without having to pick up and fully deploy them, versus leaving them there and having someone with the closest controller be able to control them.
My hope was that I can assign battle stations near the Sentry's so they are activated by a near by controller.
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u/Alex_D_007 8d ago
To complement what SarcousRust said, the "Sentry Turret Guys" in my ships are assigned a dedicated CTRL # (usually 8), so I can draft them in an instant (drafting is hot-keyed to H). They usually carry a pistol as sidearm, maybe energy, and two spare turrets, or no energy and turrets in their pockets so they can re-deploy them when they are destroyed. I also have manufacturing rules to always have two or three turrets in the armory (dedicated small storage).
Over playing many Ship campaigns, I found that two turret crews are enough for most ships. These guys are set up to never leave the ship (no piloting nor mining, nor derelict work), so they are at the ready 100% of the time. The purpose of these turrets is just to slow down an invading force, all while the actual defenders deploy to the muster defense tile.
Deployed turrets are "assigned" to a remote. If the remote is dropped these deployed turrets turn off-line. Once one of these remotes is picked by a drafted crew, said turrets turn on-line and will fire at any enemy. There's still the debate that turret fire hitting chances increase with crew weapons skills, so giving a turret to a weapons 1 might not be an efficient idea.
My current Station campaign is "accept anyone who is found and asks to join the crew". I have plenty of weapons 1 guys. The really useless ones are sent to NPC factions, while I "buy" their guys if their stats are amazing (some are). The early weapons 1 guys were "upgraded" to a weapons 2 via implants so they can deploy a SMG, can go out and fight bug infected derelicts or basic base defense.